[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

A place to post your add ons and ideas for them

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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#241 Post by Zizzo »

RARaines wrote:Zizzo,

What are the required commands to manipulate the Restart Sustains portion of this addon?
The Restart Sustains dialog is bound to <Alt-Shift-S> by default (you can rebind that as desired from the Key Bindings dialog). This dialog has two lists, "Sustains to restart" and "Other sustains"; you can click or drag talents to move them between the two lists. The "Restart Sustains" button is also on this dialog, which is how you actually begin a restart of selected sustained talents.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#242 Post by Zizzo »

Pushing out bugfix release 15c.2, with fixes to Use Item Hooks.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#243 Post by Zizzo »

Pushing out release 15c.3, with a bugfix to Restart Sustains.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#244 Post by Zizzo »

Release v15d for v1.5 includes changes from Enhanced Object Compare, Inventory Keys, Talent Point Planner, Restart Sustains, Auto-Transmo Gems, Go to Landmark and Notes to Self. And I'll repeat here the NOTE from Restart Sustains: if you're using ZOmnibus together with either Arcane Combat Tweaks or Use Alchemist Gems From Inventory, you should upgrade those addons at the same time you upgrade this one.

And since Notes to Self doesn't have its own forum thread, I'll brag here about its new feature, which I'm probably more proud of than I ought to be. :mrgreen: See, for a while now I've been using the engine's internal TString highlighting codes to get stuff like text colors and bold text in my notes to self. Problem is, the default text entry dialog isn't really built to handle that; it tries to display the highlighting codes "live", which makes entering or editing them tricky. Well, by dint of a Spectacularly Evil But Awesome Hack™, I've modified the text entry dialog to display a suitable mock-up of the "raw" highlighting codes, as shown here:
note-hilite.png
note-hilite.png (80.31 KiB) Viewed 13150 times
See the Frequently Asked Questions below for details.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#245 Post by Zizzo »

Notes to Self Frequently Asked Questions:

Hey, why does text entry turn blue when I type #?

The '#' character is used internally by the engine for its text highlighting codes; the blue coloring is used in the text entry dialog to indicate said codes. You can use these codes in your notes to add text colors or bold/italic highlighting.

What highlighting codes are available?

The game engine supports the following text highlighting codes:
  • #{bold}#: Bold text
  • #{italic}#: Italic text
  • #{underline}#: Underlined text
  • #{normal}#: Normal text
  • #NNNNNN#: RGB color code, loosely in the CSS style. For instance, #FF0000# is red and #808080# is gray.
  • #COLOR_NAME#: Color by name. See the color names defined by the engine.
  • #LAST#: Revert the most recent color code. (Can't tell how deep it stacks, so don't count on being able to use it more than once in a row.)
A few notes:
  • Font style codes don't act like HTML start/end tags; thus, for instance, the proper way to set a word to bold would be "A #{bold}#bold#{normal}# word".
  • Nor are font style codes cumulative; "#{bold}##{italic}#word#{normal}#" will not give you a bold italic word, just an italic one. "#{bold}##RED#bold red#{normal}##LAST#" does work, however.
What if I just want to put a # in my note?

Unfortunately, AFAICT there's no way to do this. (Believe me, this would have been a lot easier to implement if there were…)
"Blessed are the yeeks, for they shall inherit Arda..."

dadito
Thalore
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#246 Post by dadito »

I'm getting this lua error, everytime I change zone and game tries to save it appears (or saving game manually)

https://puu.sh/uDfVo/c4c971dbd8.jpg

Also this one if I try to open the level up dialog

https://puu.sh/uDg1u/cff9aef8df.jpg

64legos
Thalore
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#247 Post by 64legos »

I bought the Staff Combat tree on a summoner, and whenever I try to open my talent list:
Image

dadito
Thalore
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#248 Post by dadito »

It's the same error hahah

Micbran
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#249 Post by Micbran »

Yeah... happened to me too.
A little bit of a starters guide written by yours truly here.

Cathbald
Uruivellas
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#250 Post by Cathbald »

Happens whenever you learn a new talent tree?
I had this happen with eating sandworm heart and with learning tinkers.

Also happened when i tried to pick up an item in bearscape (should have screenshotted, sry). Then i manage to pick up the item with no error but saving or trying to access my inventory threw me an error everytime and I had to kill the process to close the game.



Edit : just tested and I have no problem when unlocking curses on a cursed.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#251 Post by Zizzo »

*blink* …what. [sound F/X: source diving] …okay, that can't happen. Seriously, what these stack traces are depicting is literally impossible.

*sigh* But since that obviously hasn't prevented it from actually happening… :oops: Okay, v15d.1, just pushed out, should fix what I think the problem is. I'm uncertain if these characters are permanently broken, as I'm uncertain what's actually happened here, and if they are broken, I'm not really sure how to fix them. We Apologize for the Error.™ :oops: :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

Micbran
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#252 Post by Micbran »

Yeah, characters seem perma borked.

Got this error with the borked char: http://imgur.com/a/sbBu6
A little bit of a starters guide written by yours truly here.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#253 Post by Zizzo »

Micbran wrote:Yeah, characters seem perma borked.

Got this error with the borked char: http://imgur.com/a/sbBu6
Hmm, that isolates the problem, at least… Do me a favor, if you're willing (and if you haven't already deleted this character, obviously): copy the attached .zip file temporarily over your tome-zomnibus.teaa and tell me if it fixes the problem.
Attachments
tome-zomnibus.zip
(154.41 KiB) Downloaded 662 times
"Blessed are the yeeks, for they shall inherit Arda..."

Micbran
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#254 Post by Micbran »

Literally just deleted him, sorry. :lol:

I'm sure dado could help.
A little bit of a starters guide written by yours truly here.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#255 Post by Zizzo »

Micbran wrote:Literally just deleted him, sorry. :lol:
No worries; I've pretty much convinced myself anyway that this approach will effectively patch up the problem (notably after having discovered residue of the problem in all my beta-test characters… :shock: ). I've pushed out v15d.2 with the fix. We Apologize for the Continued Inconvenience.™ :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

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